brokedownpalace
brokedownpalace
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- brokedownpalace
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I don't really mind Wesker tbh. Pretty fun killer. His bound is something you can play around. He usually wins with 3 or 4k in my solo games but at least I have fun losing.
Lately it has been tons of Legion for me. It makes me want to cry. Absolutely baindead killer. Not saying they're too strong btw, just hate the killer instinct on FF and the constant mending and healing slowdown. Enough is enough. Bhvr has struck out so many times with this killer it's embarrassing.
Sorry for the rant.
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@BlightedDolphin said:
Pinhead gives another objective to complete and he’s one of the most complained about killers.
People will complain no matter how you handle this.
That's because that objective isn't fun. It makes doing the gens take even longer because you get interrupted every 2 seconds - and breaking free from the chains is just holding a button btw - and to solve the box you.. do the same thing.
Edit: also to claim Pinhead is one of the most complained about killers when Nurse, Blight, Legion, Knight, Twins, Skull Merchant, Bubba, Plague, Spirit all exist? Nah.
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Horrible map, so glad it's gone.
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No.
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Lol this is just a new tactic to try and get Bhvr to nerf or remove SWF. And it's never going to happen.
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Thanks for the ideas, everyone. Gonna switch to Lithe, Distortion, Resilience and WoO for now I think
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/373237/survivors-what-perks-are-you-running-now
am just keep using my usual build : "SB + reassurance + DS + resilience" or HOPE
idk why people think Overzealous is good?... when it literally gets countered by getting hit (even worst against plague and legion)
by the time u cleanse and walk to a gen , the time investment is not worth it
...just bring a waay less luck depending perk like ressilience for that (9% repair for free / vault speed / heal speed , etc) + also makes thana + dying light against plague or legion less poweful and annoying to deal with.
everytime i see overzelaous as killer or survivor , most of the guys running that perk end up dying because of wasting time searching for totems and cleasing totems only to allow perks like pentimento or haunted grounds for the killer.
Lol I said I was trying it, I didn't say it was good. No need to write an essay because somebody is simply trying out a perk you don't happen to approve of. It's not that serious.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405733#Comment_3405733
you get 2 add-on slots for a reason. its balanced around having 2 add-on slots. not 1 add-on slot.
It shouldn't be an ultra rare.
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@Coffeecrashing said:
Gel Dressing allows 2 self heals, which is worthy of being an iri, because survivors decided they wanted the all the healing nerfs to be thrown onto self healing, and now self healing needs to have its mega nerfs.
Medkits are 33% less efficient when self healing, so you need 24 charges to self heal. You need to combine the ultra rare gel addings with any of the other extra charge add ons to be able to get a full self heal
@Zraith said:
You can use that to extend a yellow medkit (pre-patch had 1.5 full heal ie 24 charges) and use a bottle or syringe with the remaining few charges that would not produce a full heal.
This is a good point I didn't think of. Thank you
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404790#Comment_3404790
My lawyers advised me to emphasize that Victor is not a baby. Now go Kick the Vic
Victor is a full grown man!
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@kisfenkin said:
I didn't read everything everyone said, but in my opinion it has to do with adding an event tome to the rift. The first deep rift had an extra tome with Hag's merperson cosmetic, right?
In other words I believe they are giving us that extra time because they will probably have an anniversary event tome which takes place in May/June sometime. This is also why so many people finished that last time, the extra tome meant extra rift fragments and easier completion.
This is a great point and I think you're right.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404590#Comment_3404590
It doesn't of course, but my point is that if there is someone who can't or barely can complete the battlepass after like 80+ days then they probably shouldn't be bother with it in the first place, because they barely play the game anyway.
Last rift I got all the cosmetics I wanted out of it and didn't bother to complete it. There was still plenty of value in it for me.
I like the cosmetics in this rift much more and I'm glad I get the 15 extra days to work on it. Your opinion doesn't answer my question, it's kind of a derail tbh.
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@Chocolate_Cosmos said:
For people who play the game almost daily, they usualy complete the battlepass before the 4th tome challenges are even opened.
I think having over 2 months for active players even casuals is fine and rememeber there are also offten weekend events or codes for extra fragments.
If you can't complete the rift after like 2,5 months then you don't play DbD offten and then you probably don't care about the skins and rifts anyway (or at least you shouldn't imo if you barely play the game, why bother spending $ on it, Its like burning money).
Not sure how it has any effect on you whether others can have more time to play the rift. Either way there's usually about 3 months between rifts. It being open 85 days instead of 70 doesn't change anything for people who complete it early.
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Yes it's a form of protest, not just players naturally adjusting to balance changes
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Have you tried? Do you usually play her or are you just complaining to complain?
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@GentlemanFridge said:
I believe the sentiment since the first rift was always 1 day per tier.
Haven’t really paid to if they stuck to that, though.
They didn't last rift is what I'm saying. It was 85 tiers but only 70 days. Just want to get some kind of confirmation maybe that this is how it'll be going forward. Because I didn't bother finishing the last rift
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No
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What's sad or hilarious about it?
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It's too situational.
We'll Make It or CoH are good enough on their own. Often times with WMI the 90 seconds is enough time to get a second heal in. Take one of these and you can have a much more well-rounded build to help you in chases and on gens.
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Yes it's a huge improvement and I'm very happy they did it. I agree with @LeFreezy though, that level pop up needs to go
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@Peanits said:
If you want to calculate how many heals you get from a medkit, you can ignore speed completely. Speed only affects how quickly you do the heal, not how many charges you use.
So the only thing that matters in this case would be efficiency.
- Botany Knowledge reduces it by 20%
- Med-Kits reduce efficiency when self healing by 33%
- Streetwise increases efficiency by 25%
DBD math can be a bit confusing at first, but in short:
- Positive modifiers are additive
- Negative modifiers are multiplicative
This way, no amount of stacking positive modifiers can ever make something instant or infinite, and no amount of stacking negative multipliers will ever make something take forever or deplete instantly.
So in this case, a heal takes 16 charges to complete, and you have a -20%, a -33%, and a +25% multiplier. When we put it together, it looks something like this:
16 / (1 + 0.25) * ((1 - 0.20) * (1 - 0.33)) ~= 23.88
Meaning with all of those modifiers, a single self heal with a med-kit, Botany Knowledge and Streetwise will require about 23.88 charges.
You can do the same math with the speed multipliers to see how quickly you'd use those 23.88 charges.
@sizzlingmario4 said:
Ok this will be a little complicated but bear with me.
Basically you divide the normal number of charges (in this case, 16) by your efficiency to get the number of charges you need.
We'll go over self-healing first.
Streetwise increases efficiency by 25%, or from 1 to 1.25 by default. Meaning, for every 1.25 charges of healing, 1 charge is depleted from the medkit. Except, any medkit reduces your self-heal efficiency by 33% of this number, so that brings it down to .8333333. (To make it exactly 24 charges by default without perks it'd technically be -33.3333% instead of -33% so we have to use that.) Divide 16 / .8333333 = 19.2 charges needed.
Botany decreases efficiency by 20%, or from 1 to 0.8 by default. Then reduce that by 33% again (of 0.8), so we get .5333333. Then, 16 / .533333 = 30 charges needed.
Using both perks will cause them to offset. Streetwise first increases efficiency from 1 to 1.25. Botany reduces it by 20% of 1.25, bringing it back to 1 (not 1.05). The medkit reduces it by 33%, bringing it down to .666666. Then, 16 / .666666 = the normal 24 charges needed for medkit self-healing.
With altruistic medkit heals, it’ll just be the same as it was before since the penalty from the medkit itself doesn't come into play. So the efficiencies are 1.25 with Streetwise, 0.8 with Botany, and 1 with both. This gives you 12.8 charges needed with Streetwise and 20 with Botany (and default efficiency if you use both).
Thank you both so much! Keeping this information for future reference
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No, you are the only one who does this.
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It makes no sense to ban someone for using a feature of the game as intended. If Bhvr did not want us to be able to hook suicide they would have changed it. It's been in the game for 7 years. If anything, Bhvr should remove the ability, not arbitrarily start banning people
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Great looking skins. I love that Skull Merchant one
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I feel like people have been saying this for a year now lol
I have some days I play where people are DCing or quitting often, and other days almost everyone seems to be putting in an actual effort.
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@C3Tooth said:
I agree Killer's Meta changed alot.
I love how pleased the Entity looks with itself 😅
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Deadlock is a poorly designed perk.
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That's a real glutton for punishment 😳
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If you think this game is so stacked against you that you are afraid to leave the hook, why do you keep playing it?
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@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392218#Comment_3392218
The base healing and billy add ons changes shouldn't have seen the light of earth in the first place. It was a mistake that could easily killed the game. I don't know why you thank them.
Ok
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They would have said "unhook someone else" and not "unhook yourself." I think the vast majority of people understood what they meant.
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Great changes. Thank you for listening to the feedback, devs
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It does in my games
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So you going to do anything about this perk Bhvr? Literally letting killers abuse it for weeks now. Embarrassing
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@KwwB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390754#Comment_3390754
Maybe they will extend the rift for a few more days 😈
They better!! 😭
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I can get into a game 1 out of every 10-20 tries. So obnoxious. There's literally a day left for the rift
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Because people keep getting offended by it.
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Yup. Tunnelling levels will drop to ZERO as soon as this patch hits.
Mission accomplished
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They do respond on here. I agree they could do it more often but it may not be up to them.
Also if they ever get their information wrong, or if it was the correct information at the time they said it, but things later changed in development, many people accuse them of "lying" so I'm sure they try to avoid that as much as possible.
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I got questions about Nurse and Shelter Woods. No crow map
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Honestly it really depends on what the challenge I'm currently working on is. If it is power related, hits, or hooks then I'm gonna take advantage of the situation. If not, then I guess it depends on my mood. I might leave them, slug them or hook them.
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@[Deleted User] said:
I haven't been playing much lately. Though I would play to do this. Saw that it doesn't update existing ones. Couldn't be bothered since I could only reroll one. Turned the game off.
Yeah that's another issue. I usually have 3 rituals sitting there because I don't want to do any of them. And then 90% of the time my one reroll will get me another ritual I have no interest in.
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I don't understand why Bhvr has not touched the actual healing and repairing "mechanic" or skill checks in years (ever?). Like you can't just keep making everything survivors do take longer... make them more interesting and rewarding. Do something with skill checks. They don't have to be simply missed, good and great. The closer or further away you get from a Perfect skill check could grant different positive and negative effects. Maybe occasionally instead of a skill check you have to perform a quick button combination like with the Skull Merchant's drones. Or other little mini games like that.
They don't have to reinvent the entire system, but simply having us hold buttons for longer times with the same occasional boring ass skill check is not the solution.
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Yeah there were a lot of strange choices this patch, but this was one of the strangest.
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Not many. I don't accept them. Unless we were just grinding then I find them insulting tbh
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Though I will add I do think they are running out of ideas for perks in general. I think they should stop doing 2 survivor chapters and maybe only release 1 or 2 new perks per character. Killers especially come with their own new gameplay and a ton of add ons, there's no reason they need to continue to have 3 new perks every single time (especially when 1, 2 or even all 3 of those perks suck).
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Even if they never made another scourge hook or boon perk I don't think that means they're a failed concept. It's not really something that needs to be done with any regularity. If a good idea comes, they should make it. I don't think they should go out of their way to say "ok we are in desperate need of a new boon, the next character MUST have one."
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372445#Comment_3372445
I think there's only one charm.
Oh ok, I thought I read 3 somewhere. Thank you
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From what I understand if you interact with that and escape as a survivor you can earn 3 charms. Not sure what you have to do as a killer, maybe just interact with it?
It's kind of neat for a surprise to pop up in the game but at some point they should explain how it works 🤷
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I love it and I hate Blight so it works for me